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E700: Room 0x27: Emergency Generator (teleport: 12369)
Used by the routine at 8912.
emergency_generator
The first 128 bytes are copied to 8000 and define the room layout. Each bit-pair (bits 7 and 6, 5 and 4, 3 and 2, or 1 and 0 of each byte) determines the type of tile (background, floor, wall or nasty) that will be drawn at the corresponding location.
E700 DEFB $00,$00,$00,$00,$00,$00,$00,$0A Room layout
E708 DEFB $00,$00,$00,$00,$00,$00,$00,$0A
E710 DEFB $00,$00,$00,$00,$00,$00,$00,$0A
E718 DEFB $00,$00,$00,$00,$00,$00,$00,$00
E720 DEFB $00,$00,$00,$00,$00,$00,$00,$00
E728 DEFB $00,$05,$00,$00,$00,$00,$50,$0A
E730 DEFB $00,$05,$00,$00,$00,$00,$50,$03
E738 DEFB $00,$05,$00,$00,$00,$00,$50,$03
E740 DEFB $00,$05,$00,$00,$00,$00,$50,$03
E748 DEFB $00,$05,$00,$00,$00,$00,$50,$03
E750 DEFB $00,$2A,$80,$00,$00,$02,$A8,$03
E758 DEFB $00,$28,$80,$00,$00,$02,$28,$03
E760 DEFB $00,$AA,$AA,$AA,$AA,$AA,$AA,$03
E768 DEFB $00,$AA,$2A,$8A,$A2,$A8,$AA,$03
E770 DEFB $00,$AA,$AA,$AA,$AA,$AA,$AA,$03
E778 DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
The next 32 bytes are copied to 8080 and specify the room name.
E780 DEFM " Emergency Generator " Room name
The next 54 bytes are copied to 80A0 and contain the attributes and graphic data for the tiles used to build the room.
background39 floor39 wall39 nasty39 ramp39 conveyor39
E7A0 DEFB $08,$00,$00,$00,$00,$00,$00,$00,$00 Background
E7A9 DEFB $2F,$66,$66,$66,$66,$66,$66,$66,$66 Floor
E7B2 DEFB $33,$BF,$15,$00,$51,$FB,$51,$00,$15 Wall
E7BB DEFB $0D,$FF,$3F,$03,$1F,$7F,$1F,$03,$3F Nasty
E7C4 DEFB $0F,$03,$00,$0C,$00,$30,$00,$C0,$00 Ramp
E7CD DEFB $16,$AA,$54,$AA,$54,$28,$10,$28,$10 Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
E7D6 DEFB $00 Direction (left)
E7D7 DEFW $5F69 Location in the attribute buffer at 5E00: (11,9)
E7D9 DEFB $0E Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
E7DA DEFB $01 Direction (up to the right)
E7DB DEFW $5F52 Location in the attribute buffer at 5E00: (10,18)
E7DD DEFB $06 Length
The next byte is copied to 80DE and specifies the border colour.
E7DE DEFB $02 Border colour
The next two bytes are copied to 80DF, but are not used.
E7DF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item39
E7E1 DEFB $00,$00,$00,$00,$00,$00,$00,$00 Item graphic (unused)
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
E7E9 DEFB $28 Room to the left (Dr Jones will never believe this)
E7EA DEFB $26 Room to the right (Priests' Hole)
E7EB DEFB $0E Room above (Rescue Esmerelda)
E7EC DEFB $00 Room below (The Off Licence)
The next three bytes are copied to 80ED, but are not used.
E7ED DEFB $00,$00,$00 Unused
The next eight pairs of bytes are copied to 80F0 and specify the entities (ropes, arrows, guardians) in this room.
E7F0 DEFB $1A,$08 Guardian no. 0x1A (horizontal), base sprite 0, initial x=8 (A0D0)
E7F2 DEFB $FF,$00 Terminator (A3F8)
E7F4 DEFB $00,$00 Nothing (A000)
E7F6 DEFB $00,$00 Nothing (A000)
E7F8 DEFB $00,$00 Nothing (A000)
E7FA DEFB $00,$00 Nothing (A000)
E7FC DEFB $00,$00 Nothing (A000)
E7FE DEFB $00,$00 Nothing (A000)
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